ATTRIB(Weapon, m_canonical_spawnfunc, string);
/** control what happens when this weapon is spawned */
METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
- /** A: WEPSET_id : WEPSET_... */
- ATTRIB(Weapon, weapons, WepSet, '0 0 0');
/** M: ammotype : main ammo type */
ATTRIB(Weapon, ammo_type, int, RESOURCE_NONE);
/** M: impulse : weapon impulse */
const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer
const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation)
-const int WEP_TYPE_MELEE_SEC = BIT(12); // secondary attack is melee swing (for animation)
-const int WEP_FLAG_DUALWIELD = BIT(13); // weapon can be dual wielded
-const int WEP_FLAG_NODUAL = BIT(14); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
-const int WEP_FLAG_PENETRATEWALLS = BIT(15); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
// variables:
string weaponorder_byid;
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, int n);
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n);
string GetAmmoPicture(int ammotype);